/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Return a valid AssetPath for a loaded asset. The asset need to be a valid asset in the Content Browser. Similar toGetPathName(). The format will be: /Game/MyFolder/MyAsset.MyAsset
If valid, the asset Path of the loaded asset.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [FString](API\Runtime\Core\Containers\FString) GetPathNameForLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadedAsset )